Problem with bounding boxes not matching geometry

PDX

17-07-2007 21:45:44

Hello,

I've built a house that, for purposes of this project, has to be broken up into small pieces. When I look at it in oFusion, the bounding boxes seem to mirror instead of overlay the actual objects:



I've used the box trick to reset the xform, and that trick has worked when exporting this kind of geometry to other engines. For those who don't know, the box trick is: create a box from scratch at the world origin, attach the objects whose xform you want to reset to the box, then delete the box and separate out whatever objects need to be separate. In this case, all the planks need to be separate, so I explode the Editable Mesh into all the objects you see here.

I usually don't bother with resetting xform via Max's command because it's notoriously flaky in that it looks reset in Max, but isn't reset in the game engine to which you export.

Any thoughts? Many thanks in advance.

Lioric

18-07-2007 15:14:21

The mesh is correct but the aabb are inverted, could you post the scene file?

PDX

18-07-2007 19:33:48

I'm happy to post the file, but it's not obvious how I should do that. Is there a way to upload to the forum, or should I message you directly? Or is there an email addy I can send it to (I didn't see one in your profile)?

Thanks!

PDX

18-07-2007 20:26:08

Also, I suppose I could put it up on some file-sharing site, if there's one you can recommend.

Though I'd prefer to send it to you directly if I can get your email address.

Lioric

18-07-2007 22:26:14

See the Contact page for email details

PDX

18-07-2007 23:05:30

This contact page, correct?

http://www.ofusiontechnologies.com/contacts.html

I've sent the email, thanks.

-Spencer

jwatte

18-07-2007 23:16:01

This is the same bug I reported with a simple arrows mesh a while back, btw.

pitmodano12

22-08-2007 10:28:09

Syntheyes not only makes it easy to do it, but on a Mac or PC. Blurs on Photoshop elements - why do I see the bounding box?